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Post Re: Server/Client Patch 10.28.2016
Masterful wrote:
SI wrote:
These changes seemed to have missed the patch notes:
* The rate of fire cap for userbases is now 500ms, rather than the standard 100ms for everything else
* Multiplied all base wep damage, energy, and recoil values by 5. DPS, DPE and EPS will be the same, but this should reduce the lag caused by high rof bases significantly.

This is actually going to massively screw over BvB. With bases now being DPH based rather than DPS, it means ships being used to tank things (like enemy pulses) will just get 1 or 2 hit rather than being able to tank the damage. This is a really bad move.

It also massively screws over the balancing on base resistances. The soak on dampeners is now significantly less effective.


Ships can't tank a lot of base dps? Sounds good.

Dampeners (should) have 5 times more soak

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Sun Oct 30, 2016 9:52 am
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Post Re: Server/Client Patch 10.28.2016
DarkSteel wrote:
Masterful wrote:
SI wrote:
These changes seemed to have missed the patch notes:
* The rate of fire cap for userbases is now 500ms, rather than the standard 100ms for everything else
* Multiplied all base wep damage, energy, and recoil values by 5. DPS, DPE and EPS will be the same, but this should reduce the lag caused by high rof bases significantly.

This is actually going to massively screw over BvB. With bases now being DPH based rather than DPS, it means ships being used to tank things (like enemy pulses) will just get 1 or 2 hit rather than being able to tank the damage. This is a really bad move.

It also massively screws over the balancing on base resistances. The soak on dampeners is now significantly less effective.


Ships can't tank a lot of base dps? Sounds good.

Dampeners (should) have 5 times more soak


Please don't add that, Consider any form of pvb on top of the mf and prawn nerf, having a Huge soak will prevent Any pvb at all aside from 1 gal kits, Sure while free decent gear was a good idea you're completly changing a large aspect of gameplay by adding a huge amount of soaks to kits on top of how powerful bases are now compared to before.

If anything base gear should be nerfed slightly along with the mf/prawn change, Because while you might be able to get 80% of current dps with expensive setups the range/sustain changes considerably meaning pvb as a whole will get substantially more difficult,
Sure less lag would be good for everyone but don't change the soaks on dampeners


Sun Oct 30, 2016 10:29 am
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Post Re: Server/Client Patch 10.28.2016
Purposely allowing PvB to continue happening doesn't leave room for a lot of other changes we're implementing in the future, if PvB suffers due to these changes then so be it. Also the Soaks on base gear will be adjusted to compensate.

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Sun Oct 30, 2016 1:42 pm
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Post Re: Server/Client Patch 10.28.2016
First PvP gets fucked, now PvB gets fucked, gr8 10/10 devs


Sun Oct 30, 2016 3:00 pm
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Post Re: Server/Client Patch 10.28.2016
Just get your bases to hold aggro.

Casual wiping of the lower end and underprepared teams is not wanted in SS.

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Sun Oct 30, 2016 4:44 pm
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Post Re: Server/Client Patch 10.28.2016
And fix the fucking fps lagg


Sun Oct 30, 2016 5:04 pm
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Post Re: Server/Client Patch 10.28.2016
Can we get the actual reasoning behind this?, Besides "no1 likes noobs bases being wiped"

So whats the solution ? beef bases to the point pvb will be impossible in addition to Huge costs to most bvbs if you want to use additional kits, Hell even a regular bvb isn't particularly cheap due to having to own the galaxy nearby for 24 hours first usually from an outpost and typically use dem/ada kits.

We already have barely any death loss's in pvp, and pvb with anni X gear, And yet its going to be More difficult to attack other galaxies? I thought the whole point of X gear was to make loss's for lower teams far more manageable.

Do we get actual reasoning for a huge beef in base soaks just before MF and prawn are both getting nerfed meaning pvb will be far more difficult anyway, With anni drones/platforms galaxies are very difficult to attack after a few days So whats the point in pvb aside from initial gal claims...

If this is related to SAPs gals since the patch was just after this occured All the galaxies pvbed were particularly weak defences spread out without nukes or generally badly auged kits, This against a large amount of players using high end gear (Yeah multiple players! crazy)


Oh and sidenote, The very fact that this wasn't in the patch notes and mentioned afterwards and only days after a large amount pvb/bvb occurred. How do you expect this to be viewed.


Last edited by potato2 on Sun Oct 30, 2016 7:49 pm, edited 1 time in total.

Sun Oct 30, 2016 7:35 pm
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Post Re: Server/Client Patch 10.28.2016
potato2 wrote:
Can we get the actual reasoning behind this?, Besides "no1 likes noobs bases being wiped"

So whats the solution ? beef bases to the point pvb will be impossible in addition to Huge costs to most bvbs if you want to use additional kits, Hell even a regular bvb isn't particularly cheap due to having to own the galaxy nearby for 24 hours first usually from an outpost and typically use dem/ada kits.

We already have barely any death loss's in pvp, and pvb with anni X gear, And yet its going to be More difficult to attack other galaxies? I thought the whole point of X gear was to make loss's for lower teams far more manageable.

Do we get actual reasoning for a huge beef in base soaks just before MF and prawn are both getting nerfed meaning pvb will be far more difficult anyway, With anni drones/platforms galaxies are very difficult to attack after a few days So whats the point in pvb aside from initial gal claims...

If this is related to SAPs gals since the patch was just after this occured All the galaxies pvbed were particularly weak defences spread out without nukes or generally badly auged kits, This against a large amount of players using high end gear (Yeah multiple players! crazy)


This is in no way related to recent game events. We have been saying for years that we want to marginalize PvB, and in fact we have made a lot of progress on that since the original base rebalance. The only issue is that players tend to keep getting stronger as new gear enters the game, so we need to keep tightening things up.

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Sun Oct 30, 2016 7:47 pm
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Post Re: Server/Client Patch 10.28.2016
Also, Ryan's change to make 0.5 the recoil cap for bases and perma drones was explained to reduce client lag in major attacks.

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Sun Oct 30, 2016 7:51 pm
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Post Re: Server/Client Patch 10.28.2016
anilv wrote:
This is in no way related to recent game events. We have been saying for years that we want to marginalize PvB, and in fact we have made a lot of progress on that since the original base rebalance. The only issue is that players tend to keep getting stronger as new gear enters the game, so we need to keep tightening things up.


In that case, you pushed this patch at an extremely inconvenient time. Now it will be viewed as a reaction to a team wipe and that the patch was to prevent it from happening again. :lol:

- Chrono

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Sun Oct 30, 2016 9:13 pm
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Post Re: Server/Client Patch 10.28.2016
Chrono Warrior wrote:
anilv wrote:
This is in no way related to recent game events. We have been saying for years that we want to marginalize PvB, and in fact we have made a lot of progress on that since the original base rebalance. The only issue is that players tend to keep getting stronger as new gear enters the game, so we need to keep tightening things up.


In that case, you pushed this patch at an extremely inconvenient time. Now it will be viewed as a reaction to a team wipe and that the patch was to prevent it from happening again. :lol:

- Chrono


I'm sure you all could have wiped those gals even after the change. They weren't that well defended.

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Sun Oct 30, 2016 9:19 pm
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Post Re: Server/Client Patch 10.28.2016
Funnily enough, I knew as soon as the patch came out that it would look like we had done it in response. The amazing thing is that this patch was supposed to come out on Tuesday, and these changes had been discussed and implemented weeks (If not months) ago.

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Sun Oct 30, 2016 9:31 pm
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Post Re: Server/Client Patch 10.28.2016
MasterTrader wrote:
Purposely allowing PvB to continue happening doesn't leave room for a lot of other changes we're implementing in the future, if PvB suffers due to these changes then so be it. Also the Soaks on base gear will be adjusted to compensate.

Yea and your doing a great job i swear are yall just trying to finish off this game? i mean it was going so great before we could, totally afford to lose more players.

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Mon Oct 31, 2016 12:06 am
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Post Re: Server/Client Patch 10.28.2016
MasterTrader wrote:
Funnily enough, I knew as soon as the patch came out that it would look like we had done it in response. The amazing thing is that this patch was supposed to come out on Tuesday, and these changes had been discussed and implemented weeks (If not months) ago.


Had it been discussed with the players? Haven't been following discord or any updates lately, so genuinely curious.


Mon Oct 31, 2016 5:24 am
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Post Re: Server/Client Patch 10.28.2016
Sorry but if these changes to PvB (in terms of bases) were so heavily discussed ... why are the changes not present in the patch notes?


Tue Nov 01, 2016 5:25 am
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